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		<id>http://www.makehumancommunity.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wolgade</id>
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		<updated>2026-04-21T00:03:22Z</updated>
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	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Running_MakeHuman_from_source&amp;diff=1597</id>
		<title>Documentation:Running MakeHuman from source</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Running_MakeHuman_from_source&amp;diff=1597"/>
				<updated>2019-05-10T10:56:13Z</updated>
		
		<summary type="html">&lt;p&gt;Wolgade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Before you start ==&lt;br /&gt;
&lt;br /&gt;
This page describes running MakeHuman 1.1 running from source code hosted on Bitbucket. If you're looking for the upcoming MakeHuman 1.2 go to [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to get started on this page.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
There are several reasons why you might want to run MakeHuman from a source snapshot from BitBucket rather than use one of the pre-built packages:&lt;br /&gt;
&lt;br /&gt;
* This makes it easy to update and get the latest features&lt;br /&gt;
* You get full access to all assets (in the builds the assets are only available in compiled archives)&lt;br /&gt;
* It's possible there is no functional pre-built package for your platform. &lt;br /&gt;
&lt;br /&gt;
In order to run from source, you need the following:&lt;br /&gt;
&lt;br /&gt;
* Get a source snapshot from BitBucket&lt;br /&gt;
* Install/setup a python environment with [http://www.python.org python 2.7] (python later than 2.7 will not work) and the following dependencies installed:&lt;br /&gt;
** [http://sourceforge.net/projects/numpy/files/NumPy/ NumPy]&lt;br /&gt;
** [http://pyopengl.sourceforge.net/ PyOpenGL]&lt;br /&gt;
** [http://www.riverbankcomputing.com/software/pyqt PyQT] (the required version is pyqt for qt4, qt5 is not supported)&lt;br /&gt;
* Run the script for downloading assets (this is described in a section at the bottom of the page, after the platform specific notes)&lt;br /&gt;
* (optionally) run the scripts for compiling assets&lt;br /&gt;
&lt;br /&gt;
== Getting the source from Bitbucket ==&lt;br /&gt;
&lt;br /&gt;
At this point in time it's recommended you run from the &amp;quot;stable&amp;quot; branch. If you're feeling adventurous, you can run &amp;quot;default&amp;quot;, but in more cases than not this will crash for you.&lt;br /&gt;
&lt;br /&gt;
The quickest way to get the source is to download is as a zip at https://bitbucket.org/MakeHuman/makehuman/get/stable.zip&lt;br /&gt;
&lt;br /&gt;
However, if you plan to update in the future, you will want to install a [https://www.mercurial-scm.org/ mercurial] client and check out a source clone. This looks different depending on platform.&lt;br /&gt;
&lt;br /&gt;
== Setting up the environment on Windows ==&lt;br /&gt;
&lt;br /&gt;
Setting up the environment on Windows is normally somewhat cumbersome. &lt;br /&gt;
&lt;br /&gt;
There is a tutorial video on how to do this, but the links in the video are outdated. Rather than downloading all the dependencies in a big zip file, you will need to download them &lt;br /&gt;
separately from the links above. However, in the video you can see what they should be named approximately.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3CCHGX-6Mtk}}&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' You ''must'' install the same architecture (32-bit or 64-bit) for all packages. While it's possible that you can find 64-bit packages for everything, it's probably easier to go for 32-bit packages even on a 64-bit system.&lt;br /&gt;
&lt;br /&gt;
There are several mercurial clients for windows, but one of the more popular ones is [http://tortoisehg.bitbucket.org/ TortoiseHG].&lt;br /&gt;
&lt;br /&gt;
== Setting up the environment on Linux ==&lt;br /&gt;
&lt;br /&gt;
Running from source on Linux is generally trivial since all the dependencies are available via the package management. &lt;br /&gt;
&lt;br /&gt;
For Ubuntu and Debian, there is [https://bitbucket.org/MakeHuman/makehuman/src/179e10c2b9440f73f6d154839e8720e1dccf39cd/buildscripts/deb/install_deb_dependencies.bash?at=stable&amp;amp;fileviewer=file-view-default a script] for installing all the required dependencies.&lt;br /&gt;
&lt;br /&gt;
If you are not using a debian derivate, you will need to figure out that the dependencies are called on your platform. You will probably want at least:&lt;br /&gt;
&lt;br /&gt;
* python 2.7&lt;br /&gt;
* python-numpy&lt;br /&gt;
* python-opengl &lt;br /&gt;
* qt4&lt;br /&gt;
* python-qt4 &lt;br /&gt;
* python-qt4-gl&lt;br /&gt;
&lt;br /&gt;
For example on ubuntu:&lt;br /&gt;
&lt;br /&gt;
  sudo apt-get install python-numpy python-opengl python-qt4 python-qt4-gl&lt;br /&gt;
&lt;br /&gt;
Usually it is not necessary to install python, since most Linux distributions have python preinstalled. Currently MakeHuman depends on python2.7 (a port to python3 has been started). In the future python2 might not be pre-installed anymore, so make sure python2 is on your system:&lt;br /&gt;
&lt;br /&gt;
  python2 --version&lt;br /&gt;
&lt;br /&gt;
The mercurial client is also available in most linux distributions. In ubuntu it's called &amp;quot;mercurial&amp;quot;. For example:&lt;br /&gt;
&lt;br /&gt;
  sudo apt-get install mercurial&lt;br /&gt;
&lt;br /&gt;
To get a source snapshot from bitbucket run:&lt;br /&gt;
&lt;br /&gt;
  hg clone https://bitbucket.org/MakeHuman/makehuman&lt;br /&gt;
  cd makehuman&lt;br /&gt;
  hg update -C stable&lt;br /&gt;
&lt;br /&gt;
== Setting up the environment on MacOSX ==&lt;br /&gt;
&lt;br /&gt;
To get the sources you need to either install hg or grab the very useful mercurial/git gui [https://www.sourcetreeapp.com SourceTree].   &lt;br /&gt;
&lt;br /&gt;
After you install the SourceTree app just go to the [https://bitbucket.org/MakeHuman/makehuman MakeHuman project on BitBucket] and click on the download icon in the upper right corner who's mouseover says 'Clone in SourceTree'&lt;br /&gt;
&lt;br /&gt;
Now that you have the source you need to get a python that supports the libraries/modules listed above.  The easiest way to get a working python and needed libraries installed on your mac is via [http://brew.sh Brew].&lt;br /&gt;
&lt;br /&gt;
After you install and/or update brew with the instructions on that site do the following:&lt;br /&gt;
&lt;br /&gt;
 brew install python&lt;br /&gt;
 brew search qt&lt;br /&gt;
&lt;br /&gt;
On my system that showed the a list of different things to install, what you are looking for is qt4 and pyqt4.   The entries that matched that for me were:&lt;br /&gt;
&lt;br /&gt;
 brew install cartr/qt4/qt&lt;br /&gt;
 brew install cartr/qt4/pyqt&lt;br /&gt;
&lt;br /&gt;
This will install dependencies like sip, etc as well if needed.   If it says it's missing dependencies ( say sip ) do a search on those dependencies and install the right versions.  Note that you do not run brew as root, it's files are all owned by you.&lt;br /&gt;
&lt;br /&gt;
Once that is complete you should be able to follow the instructions to complete downloading, compiling the assets and pulling new versions from the repository ( via SourceTree if that is what you used ).&lt;br /&gt;
&lt;br /&gt;
== Download and compilation scripts ==&lt;br /&gt;
&lt;br /&gt;
Once you have an environment with the dependencies installed, and a source snapshot, there are a few scripts that should normally be run. They are available in the &amp;quot;makehuman&amp;quot; directory and&lt;br /&gt;
should probably be run in this order:&lt;br /&gt;
&lt;br /&gt;
* download_assets.py (this is required, and will dowload all clothes etc)&lt;br /&gt;
* compile_targets.py (these three are optional but will make starting makehuman faster)&lt;br /&gt;
* compile_models.py&lt;br /&gt;
* compile_proxies.py&lt;br /&gt;
&lt;br /&gt;
== Starting makehuman ==&lt;br /&gt;
&lt;br /&gt;
With all the above, simply run the &amp;quot;makehuman.py&amp;quot; script either by double-clicking on it or by executing it from a console prompt.&lt;/div&gt;</summary>
		<author><name>Wolgade</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_run_MakeHuman_from_a_BitBucket_source_clone%3F&amp;diff=1596</id>
		<title>FAQ:How can I run MakeHuman from a BitBucket source clone?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_run_MakeHuman_from_a_BitBucket_source_clone%3F&amp;diff=1596"/>
				<updated>2019-05-10T10:40:44Z</updated>
		
		<summary type="html">&lt;p&gt;Wolgade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== MH 1.1 (stable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contrary to popular opinion it is not all that difficult to run MakeHuman directly from source. Doing so has the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You get full access to all assets (i.e. you are not restricted to only compiled/processed/compressed versions)&lt;br /&gt;
* You can &amp;quot;update&amp;quot; the MakeHuman directory and thereby download only the latest changes instead of having to download and unzip a big binary each time a change has been made. (This requires the usage of Mercurial)&lt;br /&gt;
&lt;br /&gt;
MakeHuman code is pure Python based. To run MakeHuman from source you need to install the following dependencies: Python 2.7, NumPy, PyOpenGl and PyQt for Qt4. The link to the source code is in the download section. You can either get the code as a zip-file or download it with the version control tool Mercurial.&lt;br /&gt;
&lt;br /&gt;
The full procedure with platform specific notes is documented in [[Documentation:Running_MakeHuman_from_source|Running MakeHuman from Source]].&lt;br /&gt;
&lt;br /&gt;
== MH 1.2 (unstable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you're looking for the source code of the upcoming MakeHuman 1.2.0 go to [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to get started on this page.&lt;/div&gt;</summary>
		<author><name>Wolgade</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_run_MakeHuman_from_a_BitBucket_source_clone%3F&amp;diff=1595</id>
		<title>FAQ:How can I run MakeHuman from a BitBucket source clone?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_run_MakeHuman_from_a_BitBucket_source_clone%3F&amp;diff=1595"/>
				<updated>2019-05-10T10:40:16Z</updated>
		
		<summary type="html">&lt;p&gt;Wolgade: Clarified versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== MH 1.1 (stable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contrary to popular opinion it is not all that difficult to run MakeHuman directly from source. Doing so has the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You get full access to all assets (i.e. you are not restricted to only compiled/processed/compressed versions)&lt;br /&gt;
* You can &amp;quot;update&amp;quot; the MakeHuman directory and thereby download only the latest changes instead of having to download and unzip a big binary each time a change has been made. (This requires the usage of Mercurial)&lt;br /&gt;
&lt;br /&gt;
MakeHuman code is pure Python based. To run MakeHuman from source you need to install the following dependencies: Python 2.7, NumPy, PyOpenGl and PyQt for Qt4. The link to the source code is in the download section. You can either get the code as a zip-file or download it with the version control tool Mercurial.&lt;br /&gt;
&lt;br /&gt;
The full procedure with platform specific notes is documented in [[Documentation:Running_MakeHuman_from_source|Running MakeHuman from Source]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MH 1.2 (unstable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you're looking for the source code of the upcoming MakeHuman 1.2.0 go to [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to get started on this page.&lt;/div&gt;</summary>
		<author><name>Wolgade</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120a4&amp;diff=1594</id>
		<title>Releases:120a4</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120a4&amp;diff=1594"/>
				<updated>2019-05-10T09:44:00Z</updated>
		
		<summary type="html">&lt;p&gt;Wolgade: /* Running from source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHuman Community 1.2.0 beta1 has not yet been released. The following are work in progress release notes.&lt;br /&gt;
&lt;br /&gt;
Beta 1 is intended to be as stable as a stable release can be, but it will not be as tested as a formal stable release will be. Thus, in most cases things should work as intended, but there might be the occasional glitch.&lt;br /&gt;
&lt;br /&gt;
These notes are under construction and may be incomplete. Further, the notes describe, as of now, a beta version of a coming release. The final release might be different from what is described below.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
The following are the changes since version 1.1.1.&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 3 ==&lt;br /&gt;
&lt;br /&gt;
* ASSET DOWNLOADER: Downloaded materials for third-part assets will now be placed correctly in the target asset's directory, and will show up in the material chooser for that asset. &lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a completely new Blender integration, with support for socket transfers, IK and Kinect&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* FBX skeleton will still misbehave&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there are still some (seldomly used) parts of the program that may cause problems with some intel cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
* The user data folder is still makehuman/v1py3 rather than makehuman/v1, in order to guarrantee that the development version does not interfere with the stable version. This will probably be changed for the final release.&lt;br /&gt;
* The new blender importer will crash when used in a version of blender that is shipped with ubuntu 18.04. It works fine on ubuntu 18.04 if using a blender that is downloaded from blender's homepage though. Users are recommended to ''not'' use ubuntu's version of blender. &lt;br /&gt;
* The new blender importer requires at least blender 2.79. It will not work with versions earlier than 2.79.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 or higher&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
== The upgraded codebase ==&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than eight years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The expected end of life for python 2.7 is in less than two years. &lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
== Asset downloader ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New blender integration ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-ik.png|300px|thumb|right|Convert to IK rig]]&lt;br /&gt;
&lt;br /&gt;
This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are &lt;br /&gt;
some highlights.&lt;br /&gt;
&lt;br /&gt;
=== Import directly from MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance&lt;br /&gt;
and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== IK and amputations ===&lt;br /&gt;
&lt;br /&gt;
The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the &amp;quot;IK rig&amp;quot; functionality: By clicking a button you can get extra &lt;br /&gt;
IK controls, and IK chains set up for arms, legs and fingers.&lt;br /&gt;
&lt;br /&gt;
Rigs can also be amputated in case detailed bones are not required. &lt;br /&gt;
&lt;br /&gt;
All rigs currently available to MakeHuman are supported. &lt;br /&gt;
&lt;br /&gt;
=== Kinect ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Mass Produce plugin ==&lt;br /&gt;
&lt;br /&gt;
A new plugin is now bundled per default: The &amp;quot;mass produce&amp;quot; plugin. This allows rapidly generating large sets of randomized characters. The functionality is demonstrated in a youtube video:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|jRHnJX-TdT4}}&lt;br /&gt;
&lt;br /&gt;
== A new windows installer ==&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 is bundled as a zip file which can &lt;br /&gt;
be added to blender via the user preferences. &lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download alpha 3. They will be updated once beta 1 is released. &lt;br /&gt;
&lt;br /&gt;
You can [http://download.tuxfamily.org/makehuman/nightly/makehuman-community-1.2.0-alpha3-win32.zip download the windows build here].&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with an alpha release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Wolgade</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1593</id>
		<title>Releases:120a3</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1593"/>
				<updated>2019-05-10T09:42:57Z</updated>
		
		<summary type="html">&lt;p&gt;Wolgade: /* Running from source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHuman Community 1.2.0 alpha3 was released 2019-03-19&lt;br /&gt;
&lt;br /&gt;
'''It is important to understand that 1.2.0 alpha 3 is an alpha release. This means that things ''will'' behave strangely. Before downloading the build, you should at least read the &amp;quot;known issues&amp;quot; section in these notes.''' &lt;br /&gt;
&lt;br /&gt;
These notes are under construction and may be incomplete. Further, the notes describe, as of now, an alpha version of a coming release. The final release might be different from what is described below.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
The following are the changes since version 1.1.1.&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 2 ==&lt;br /&gt;
&lt;br /&gt;
* CORE: A crash that prevented makehuman from starting (or not showing any 3d models) on some AMD cards has been fixed&lt;br /&gt;
* CORE: A crash that arose when a mesh could not be loaded (for any reason, such as the file not existing) has been worked around. &lt;br /&gt;
* CORE: The whole pipeline should now gracefully accept tri meshes (in for example clothes). Note that mixed tri/quad meshes are still not supported: they need to be either tri or quad.&lt;br /&gt;
* CORE: Further measures have been taken to force all IO to be utf-8 on all platforms.&lt;br /&gt;
* CORE: A crash in proxy loading when using symlinks for makehuman home has been fixed&lt;br /&gt;
* CORE: It is possible to prevent values on rescan of custom target folders.&lt;br /&gt;
* CORE: The rig loading tab now recurses on subfolders, allowing to better organize the data.&lt;br /&gt;
* MODELING: The random functionality have been improved by ensuring symmetry in more body parts.&lt;br /&gt;
* LANGUAGE: A spelling mistake (&amp;quot;symmmetry&amp;quot;) has been corrected in most/all language files&lt;br /&gt;
* MASS PRODUCE: The &amp;quot;mass produce&amp;quot; plugin has been added. It allows randomizing large sets of characters automatically (see [https://www.youtube.com/watch?v=jRHnJX-TdT4 this youtube video]). Note that when installing from PPA, you will have to install this explicitly. The package is named makehuman-community-plugins-massproduce.&lt;br /&gt;
* ASSET DOWNLOADER: It is now possible to download a single screenshot from the details panel&lt;br /&gt;
* ASSET DOWNLOADER: If the server for some reason protests (throws a 404 or similar), a sensible error message will now be shown to the user&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now works with blender 2.80 ('''note that contrary to blender 2.79, the &amp;quot;makehuman&amp;quot; tab is on the &amp;quot;n&amp;quot; shelf rather than the &amp;quot;t&amp;quot; shelf''')&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now correctly sets up material nodes for normal maps.&lt;br /&gt;
* NEW BLENDER INTEGRATION: The code was refactored to get a structure that is a bit less messy&lt;br /&gt;
* NEW BLENDER INTEGRATION: The management of transparency was slightly improved, particularly for eevee&lt;br /&gt;
* NEW BLENDER INTEGRATION: Reduced the time it takes to import bone weights for a rigged character, by some 60%&lt;br /&gt;
* NEW BLENDER INTEGRATION: It is now possible to define a viewport color in mhmat files {keys: viewPortColor, viewPortAlpha}, which will affect the object appearance in Blender's solid view mode&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: It is now possible to configure host and port, meaning blender and makehuman can reside on different computers&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: the &amp;quot;Allow connections&amp;quot; checkbox will remember its state across makehuman restarts (meaning the socket server will autostart if it was running when you last closed MH)&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a completely new Blender integration, with support for socket transfers, IK and Kinect&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* FBX skeleton will still misbehave&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there are still some (seldomly used) parts of the program that may cause problems with some intel cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
* The user data folder is still makehuman/v1py3 rather than makehuman/v1, in order to guarrantee that the development version does not interfere with the stable version. This will probably be changed for the final release.&lt;br /&gt;
* The new blender importer will crash when used in a version of blender that is shipped with ubuntu 18.04. It works fine on ubuntu 18.04 if using a blender that is downloaded from blender's homepage though. Users are recommended to ''not'' use ubuntu's version of blender. &lt;br /&gt;
* The new blender importer requires at least blender 2.79. It will not work with versions earlier than 2.79.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 or higher&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
== The upgraded codebase ==&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than eight years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The expected end of life for python 2.7 is in less than two years. &lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
== Asset downloader ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New blender integration ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-ik.png|300px|thumb|right|Convert to IK rig]]&lt;br /&gt;
&lt;br /&gt;
This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are &lt;br /&gt;
some highlights.&lt;br /&gt;
&lt;br /&gt;
=== Import directly from MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance&lt;br /&gt;
and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== IK and amputations ===&lt;br /&gt;
&lt;br /&gt;
The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the &amp;quot;IK rig&amp;quot; functionality: By clicking a button you can get extra &lt;br /&gt;
IK controls, and IK chains set up for arms, legs and fingers.&lt;br /&gt;
&lt;br /&gt;
Rigs can also be amputated in case detailed bones are not required. &lt;br /&gt;
&lt;br /&gt;
All rigs currently available to MakeHuman are supported. &lt;br /&gt;
&lt;br /&gt;
=== Kinect ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Mass Produce plugin ==&lt;br /&gt;
&lt;br /&gt;
A new plugin is now bundled per default: The &amp;quot;mass produce&amp;quot; plugin. This allows rapidly generating large sets of randomized characters. The functionality is demonstrated in a youtube video:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|jRHnJX-TdT4}}&lt;br /&gt;
&lt;br /&gt;
== A new windows installer ==&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 is bundled as a zip file which can &lt;br /&gt;
be added to blender via the user preferences. &lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download alpha 3. &lt;br /&gt;
&lt;br /&gt;
You can [http://download.tuxfamily.org/makehuman/nightly/makehuman-community-1.2.0-alpha3-win32.zip download the windows build here].&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with an alpha release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Wolgade</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120a2&amp;diff=1592</id>
		<title>Releases:120a2</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120a2&amp;diff=1592"/>
				<updated>2019-05-10T09:42:00Z</updated>
		
		<summary type="html">&lt;p&gt;Wolgade: /* Running from source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHuman Community 1.2.0-alpha2 was released 2018-12-10.&lt;br /&gt;
&lt;br /&gt;
'''It is important to understand that 1.2.0 alpha 2 is an alpha release. This means that things ''will'' behave strangely. Before downloading the build, you should at least read the &amp;quot;known issues&amp;quot; section in these notes.''' &lt;br /&gt;
&lt;br /&gt;
These notes are under construction and may be incomplete. Further, the notes describe, as of now, an alpha version of a coming release. The final release might be different from what is described below.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
You can [http://download.tuxfamily.org/makehuman/nightly/makehuman-community-1.2.0-alpha2-win32.zip download the windows build here].&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with an alpha release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal bug trackers are here:&lt;br /&gt;
&lt;br /&gt;
* For MakeHuman as such: [http://bugtracker.makehumancommunity.org/ http://bugtracker.makehumancommunity.org/]&lt;br /&gt;
* For the asset downloader: [https://github.com/makehumancommunity/community-plugins-assetdownload/issues https://github.com/makehumancommunity/community-plugins-assetdownload/issues]&lt;br /&gt;
* For the makehuman side of the new blender integration: [https://github.com/makehumancommunity/community-plugins-socket/issues https://github.com/makehumancommunity/community-plugins-socket/issues]&lt;br /&gt;
* For the blender side of the new blender integration: [https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues]&lt;br /&gt;
* For issues specific to MHX2: [https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues?status=new&amp;amp;status=open https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are the changes since version 1.1.1.&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 1 ==&lt;br /&gt;
&lt;br /&gt;
Note that the graphics card issue has ''not'' been addressed yet. So if alpha 1 did not work for you, alpha 2 will not either.&lt;br /&gt;
&lt;br /&gt;
The following are fixes made since the release of 1.2.0 alpha 1:&lt;br /&gt;
&lt;br /&gt;
* LINUX: makehuman root is now ~/Documents/makehuman/v1py3 (or whatever your platform name for &amp;quot;Documents&amp;quot; is, it is fetched from the XDG configuration) rather than ~/makehuman/v1py3. This is the standard used on other platforms, but it will mean that you will have to manually move data you want to keep from the old location to the new. &lt;br /&gt;
* UI: Core MakeHuman assets now have a tag &amp;quot;MakeHumanTM&amp;quot;, making it easier to only show bundled assets when many third-part assets have been downloaded&lt;br /&gt;
* MATERIALS: Core assets will now also look in user directories for extra materials&lt;br /&gt;
* ASSET DOWNLOADER: When downloading materials that belong to a core asset, these will now be placed so they show up as materials for said asset&lt;br /&gt;
* ASSET DOWNLOADER: It is now possible to filter materials to show only those belonging to a core asset&lt;br /&gt;
* ASSET DOWNLOADER: Drastically reduced the size of the initial download &lt;br /&gt;
* ASSET DOWNLOADER: Provide better visual feedback so it doesn't look as if the system hanged&lt;br /&gt;
* ASSET DOWNLOADER: Made downloading screenshots for assets optional &lt;br /&gt;
* PPA: Remove strong dependency on blender. We recommend against using Ubuntu's version of blender since it's broken in many ways.&lt;br /&gt;
* PPA: Specify minimum allowed versions of central dependencies.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a completely new Blender integration, with support for socket transfers, IK and Kinect&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities, including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* FBX skeleton will still misbehave&lt;br /&gt;
* There are still graphics card incompatibilities in the OpenGL code. '''On several graphics cards you may get no visible output whatsoever''', rendering the application unusable. If this happens, please report what operating system and what graphics card you are using so we can investigate it further.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
* The user data folder is still makehuman/v1py3 rather than makehuman/v1, in order to guarrantee that the development version does not interfere with the stable version. This will probably be changed for the final release.&lt;br /&gt;
* The new blender importer will crash when used in a version of blender that is shipped with ubuntu 18.04. It works fine on ubuntu 18.04 if using a blender that is downloaded from blender's homepage though. Investigations are pending.&lt;br /&gt;
* The new blender importer requires blender 2.79. It will not work in earlier versions of blender and will not (yet) work in blender 2.80.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 or higher&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
== The upgraded codebase ==&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than eight years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The expected end of life for python 2.7 is in less than two years. &lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
== Asset downloader ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New blender integration ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-ik.png|300px|thumb|right|Convert to IK rig]]&lt;br /&gt;
&lt;br /&gt;
This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are &lt;br /&gt;
some highlights.&lt;br /&gt;
&lt;br /&gt;
=== Import directly from MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance&lt;br /&gt;
and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== IK and amputations ===&lt;br /&gt;
&lt;br /&gt;
The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the &amp;quot;IK rig&amp;quot; functionality: By clicking a button you can get extra &lt;br /&gt;
IK controls, and IK chains set up for arms, legs and fingers.&lt;br /&gt;
&lt;br /&gt;
Rigs can also be amputated in case detailed bones are not required. &lt;br /&gt;
&lt;br /&gt;
All rigs currently available to MakeHuman are supported. &lt;br /&gt;
&lt;br /&gt;
=== Kinect ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A new windows installer ==&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 is bundled as a zip file which can &lt;br /&gt;
be added to blender via the user preferences. &lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;/div&gt;</summary>
		<author><name>Wolgade</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120a1&amp;diff=1591</id>
		<title>Releases:120a1</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120a1&amp;diff=1591"/>
				<updated>2019-05-10T09:40:23Z</updated>
		
		<summary type="html">&lt;p&gt;Wolgade: A topic called &amp;quot;running from source&amp;quot; should tell you where to get the source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''It is important to understand that 1.2.0 alpha 1 is an alpha release. This means that things ''will'' behave strangely. Before downloading the build, you should at least read the &amp;quot;known issues&amp;quot; section in these notes.''' &lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
These notes are under construction and may be incomplete. Further, the notes describe, as of now, an alpha version of a coming release. The final release might be different from what is described below.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
The following are the changes since version 1.1.1.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a completely new Blender integration, with support for socket transfers, IK and Kinect&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities, including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* FBX skeleton will still misbehave&lt;br /&gt;
* There are still graphics card incompatibilities in the OpenGL code. '''On several graphics cards you may get no visible output whatsoever''', rendering the application unusable. If this happens, please report what operating system and what graphics card you are using so we can investigate it further.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
* The user data folder is still makehuman/v1py3 rather than makehuman/v1, in order to guarrantee that the development version does not interfere with the stable version. This will probably be changed for the final release.&lt;br /&gt;
* The new blender importer will crash when used in a version of blender that is shipped with ubuntu 18.04. It works fine on ubuntu 18.04 if using a blender that is downloaded from blender's homepage though. Investigations are pending.&lt;br /&gt;
* The new blender importer requires blender 2.79. It will not work in earlier versions of blender and will not (yet) work in blender 2.80.&lt;br /&gt;
* The initial sync for the asset downloader will take a very long time to finish, and it might look as if it finished despite the files still being processed in the background. Clicking around in the interface before you get the final message box saying that the synchronization is finished may cause a crash and terminate the synchronization.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 or higher&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
== The upgraded codebase ==&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than eight years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The expected end of life for python 2.7 is in less than two years. &lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
== Asset downloader ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New blender integration ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-ik.png|300px|thumb|right|Convert to IK rig]]&lt;br /&gt;
&lt;br /&gt;
This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are &lt;br /&gt;
some highlights.&lt;br /&gt;
&lt;br /&gt;
=== Import directly from MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance&lt;br /&gt;
and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== IK and amputations ===&lt;br /&gt;
&lt;br /&gt;
The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the &amp;quot;IK rig&amp;quot; functionality: By clicking a button you can get extra &lt;br /&gt;
IK controls, and IK chains set up for arms, legs and fingers.&lt;br /&gt;
&lt;br /&gt;
Rigs can also be amputated in case detailed bones are not required. &lt;br /&gt;
&lt;br /&gt;
All rigs currently available to MakeHuman are supported. &lt;br /&gt;
&lt;br /&gt;
=== Kinect ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A new windows installer ==&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 is bundled as a zip file which can &lt;br /&gt;
be added to blender via the user preferences. &lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
You can [http://download.tuxfamily.org/makehuman/nightly/makehuman-community-1.2.0-alpha1-win32.zip download the windows build here].&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA]. &lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with an alpha release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal bug trackers are here:&lt;br /&gt;
&lt;br /&gt;
* For MakeHuman as such: [http://bugtracker.makehumancommunity.org/ http://bugtracker.makehumancommunity.org/]&lt;br /&gt;
* For the asset downloader: [https://github.com/makehumancommunity/community-plugins-assetdownload/issues https://github.com/makehumancommunity/community-plugins-assetdownload/issues]&lt;br /&gt;
* For the makehuman side of the new blender integration: [https://github.com/makehumancommunity/community-plugins-socket/issues https://github.com/makehumancommunity/community-plugins-socket/issues]&lt;br /&gt;
* For the blender side of the new blender integration: [https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues]&lt;br /&gt;
* For issues specific to MHX2: [https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues?status=new&amp;amp;status=open https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues]&lt;/div&gt;</summary>
		<author><name>Wolgade</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=MakeHuman_resources&amp;diff=1452</id>
		<title>MakeHuman resources</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=MakeHuman_resources&amp;diff=1452"/>
				<updated>2018-05-04T18:07:28Z</updated>
		
		<summary type="html">&lt;p&gt;Wolgade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are some central pages related to MakeHuman:&lt;br /&gt;
&lt;br /&gt;
== Getting MakeHuman ==&lt;br /&gt;
&lt;br /&gt;
The main page for downloads is located at http://www.makehumancommunity.org/content/downloads.html&lt;br /&gt;
&lt;br /&gt;
For ubuntu users there are PPAs at https://launchpad.net/~makehuman-official&lt;br /&gt;
&lt;br /&gt;
== Source code ==&lt;br /&gt;
&lt;br /&gt;
The MakeHuman source code repository is at https://bitbucket.org/MakeHuman/makehuman&lt;br /&gt;
&lt;br /&gt;
== Bug tracker ==&lt;br /&gt;
&lt;br /&gt;
The bugtracker for makehuman is at http://bugtracker.makehumancommunity.org&lt;br /&gt;
&lt;br /&gt;
== More assets ==&lt;br /&gt;
&lt;br /&gt;
You can find more assets, such as clothes and skins etc in the [http://www.makehumancommunity.org/content/user_contributed_assets.html user contributed assets] repository.&lt;br /&gt;
&lt;br /&gt;
== Getting help, posting suggestions, general discussion ==&lt;br /&gt;
&lt;br /&gt;
Discussions, user feedback and questions should generally be put in the forum: http://www.makehumancommunity.org/forum&lt;br /&gt;
&lt;br /&gt;
== Community plugins ==&lt;br /&gt;
&lt;br /&gt;
Overview of additional plugins: https://github.com/makehumancommunity&lt;br /&gt;
&lt;br /&gt;
== News / updates ==&lt;br /&gt;
&lt;br /&gt;
On the front page of [http://www.makehumancommunity.org/forum the community site], you can find news and blog posts.&lt;br /&gt;
&lt;br /&gt;
There is a facebook page at https://www.facebook.com/makehuman. Important news will be cross-posted here. Please do not use this for asking questions. If you have questions, ask them on the forums.&lt;/div&gt;</summary>
		<author><name>Wolgade</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=MakeHuman_Workflows&amp;diff=1128</id>
		<title>MakeHuman Workflows</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=MakeHuman_Workflows&amp;diff=1128"/>
				<updated>2016-07-20T16:25:42Z</updated>
		
		<summary type="html">&lt;p&gt;Wolgade: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
More often than not MakeHuman users will want to move their creation into another program to continue the creation process.  This section provides information on how to achieve this for common target programs.  The ''Background and Technical Consideratins'' section provides some background that are common to all workflows.  It is not essential to read the introduction before going straight to the program of interest, but doing so might help you understand ''why'' certain steps work or are necessary. In many cases there can be more than one way to accomplish the same thing.  The method described here may not be optimal for your situation, but it should help get you started.&lt;br /&gt;
&lt;br /&gt;
==[[Background and Technical Considerations]]==&lt;br /&gt;
[[Background and Technical Considerations]]&lt;br /&gt;
&lt;br /&gt;
This subsection will provide some general information on &amp;quot;trouble spots&amp;quot; when trying to take your MakeHuman work and use it in a downstream application.  Many of the problems discussed are topics that always arise when moving assets between 3D programs.&lt;br /&gt;
&lt;br /&gt;
*Introduction [http://www.makehumancommunity.org/wiki/Background_and_Technical_Considerations#Introduction]&lt;br /&gt;
*Format Considerations [http://www.makehumancommunity.org/wiki/Background_and_Technical_Considerations#Format_Considerations]&lt;br /&gt;
*MakeHuman Shader and Asset Rendering [http://www.makehumancommunity.org/wiki/Background_and_Technical_Considerations#MakeHuman_Shader_and_Asset_Rendering]&lt;br /&gt;
*Spatial transformation: MakeHuman Coordinate System, MakeHuman Skeletons, and MakeHuman Scales [http://www.makehumancommunity.org/wiki/Background_and_Technical_Considerations#Spatial_transformation:_MakeHuman_Coordinate_System.2C_MakeHuman_Skeletons.2C_and_MakeHuman_Scales]&lt;br /&gt;
*Working with Rigs and Skeletons [http://www.makehumancommunity.org/wiki/Background_and_Technical_Considerations#Working_with_Rigs_and_Skeletons]&lt;br /&gt;
*MakeHuman Assets with transparency [http://www.makehumancommunity.org/wiki/Background_and_Technical_Considerations#MakeHuman_Assets_with_transparency]&lt;br /&gt;
&lt;br /&gt;
==Illustrating the Export Process for Subsequent Import==&lt;br /&gt;
&lt;br /&gt;
For the purposes of illustration we will take a straight forward MakeHuman character that has been given a skeleton, a pose, a skin material, clothing, eyes, eyelashes, eyebrows, hair, tongue and teeth.  We will then export it for import into a number of popular downstream applications.  For each application, our goal will be to get the character to look similar to its original look in MakeHuman.  We will pay particular attention to the head and face because this is the area of greatest difficulty for dealing with transparency and shadows. The character has the default skeleton and has been set in the T-pose which is a common starting pose for animation-based work. The image we will be exporting looks like this in MakeHuman:&lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp-001.png]]&lt;br /&gt;
&lt;br /&gt;
'''Figure 1.'''  MakeHuman character as viewed from within MakeHuman prior to export.&lt;br /&gt;
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In subsequent sections, we will discuss the steps needed to reproduce this look after importing into specific downstream programs.&lt;br /&gt;
&lt;br /&gt;
==[[Moving Assets into Autodesk Maya]]==&lt;br /&gt;
[[Moving Assets into Autodesk Maya]]&lt;br /&gt;
&lt;br /&gt;
This subsection describes the restoration and use of MakeHuman's transparency and skeletal assets after importing in Autodesk Maya.&lt;br /&gt;
*Introduction [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_Maya#Introduction]&lt;br /&gt;
*Importing and Initial Setup [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_Maya#Importing_and_Initial_Setup]&lt;br /&gt;
*Basic Repair of Eye Transparency [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_Maya#Basic_Repair_of_Eye_Transparency]&lt;br /&gt;
*Repeat for other Transparent Assets [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_Maya#Repeat_for_other_Transparent_Assets]&lt;br /&gt;
*Raytrace Shadows [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_Maya#Raytrace_Shadows]&lt;br /&gt;
*Re-importing &amp;quot;Fixed MakeHuman Assets&amp;quot; from Maya after saving in FBX format [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_Maya#Re-importing_Intermediate_FBX_files_from_Maya]&lt;br /&gt;
*Adopting MakeHuman Skeletons to Maya [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_Maya#Adopting_MakeHuman_Skeletons_to_Maya]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color = 'red'&amp;gt;--------Skeleton subsection still to be written--------&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Moving Assets into Autodesk 3DSMax]]==&lt;br /&gt;
&lt;br /&gt;
[[Moving Assets into Autodesk 3DSMax]]&lt;br /&gt;
&lt;br /&gt;
This subsection describes the restoration and use of MakeHuman's transparency and skeletal assets after importing in Autodesk 3DSMax.&lt;br /&gt;
&lt;br /&gt;
*Units Considerations [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_3DSMax#Units_Considerations]&lt;br /&gt;
&lt;br /&gt;
*Importing FBX into 3DSMax [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_3DSMax#Importing_FBX_into_3DSMax]&lt;br /&gt;
&lt;br /&gt;
*Restoring Transparency for the Eyes [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_3DSMax#Restoring_Transparency_for_the_Eyes]&lt;br /&gt;
&lt;br /&gt;
*Fixing Transparency on the Other Assets [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_3DSMax#Fixing_Transparency_on_the_Other_Assets]&lt;br /&gt;
&lt;br /&gt;
*Repairing an Imported MakeHuman FBX file that was previously Exported after Fixing [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_3DSMax#Repairing_an_Imported_MakeHuman_FBX_file_that_was_previously_Exported_after_Fixing]&lt;br /&gt;
&lt;br /&gt;
*Importing MakeHuman Skeletons into 3DSMAX [http://www.makehumancommunity.org/wiki/Moving_Assets_into_Autodesk_3DSMax#Importing_MakeHuman_Skeletons_into_3DSMAX]&lt;br /&gt;
&lt;br /&gt;
==[[Moving Assets into Blender]]==&lt;br /&gt;
&lt;br /&gt;
[[Moving Assets into Blender]]&lt;br /&gt;
&lt;br /&gt;
This subsection describes the import of transparent assets after importing in Blender.  The initial focus will be on using the Blender Internal Render engine.  The use of Cycles render engine will be handled separately.  The Blender tools (MakeClothes, MakeWalk, MakeTarget) for designing and working with MakeHuman internal assets are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Moving Assets into Unreal Engine 4==&lt;br /&gt;
&lt;br /&gt;
==Moving Assets into Unity Game Engine==&lt;br /&gt;
&lt;br /&gt;
==Moving Assets into Google Sketchup==&lt;br /&gt;
&lt;br /&gt;
==Preparing assets for use with Second Life==&lt;br /&gt;
&lt;br /&gt;
==User contributed assets. Sharing your creations with the community==&lt;br /&gt;
&lt;br /&gt;
You finally managed to model a cool piece of clothing or something else? You would like to share it with others? Great! A few words before you start loading up:&lt;br /&gt;
&lt;br /&gt;
MakeHuman is available for more than one OS. Users live in different countries using different language settings. This has some consequences to think about before you upload your asset.&lt;br /&gt;
&lt;br /&gt;
*Avoid non-ascii characters in your filenames. Depending on language settings some characters might lead to trouble. Stick to English in your file names and you're safe.&lt;br /&gt;
*Don't use spaces in file names. Today, on most platforms you can use file names like &amp;quot;My Asset.mhclo&amp;quot;, but a lot of scripts won't be able to handle it. They consider the space after &amp;quot;My&amp;quot; as a delimiter and fail. Instead of &amp;quot;My Asset.mhclo&amp;quot; &amp;quot;My_Asset.mhclo&amp;quot; would be better. &lt;br /&gt;
*&amp;quot;My_Asset.mhclo&amp;quot; is still a bad filename. On Windows file names aren't case sensitive. On Linux they are. On Windows &amp;quot;My_Asset.mhclo&amp;quot;, &amp;quot;my_asset.mhclo&amp;quot; and &amp;quot;My_Asset.MHCLO    &amp;quot; all refer to the same file. On Linux they are three completely different files. You want your stuff to work on all platforms. Avoid uppercase letters. &amp;quot;my_asset.mhclo&amp;quot; is a good filename.&lt;br /&gt;
*These rules are true for all files that belong to your asset. &lt;br /&gt;
*Use self-explanatory file names for your graphic files. For this example &amp;quot;my_asset_diffuse.png&amp;quot; would be a good idea for the diffuse texture. Don't use just &amp;quot;diffuse.png&amp;quot;. If there's more than one asset using this lazy naming convention files will be overwritten on export.&lt;br /&gt;
*This one's obvious, but often forgotten: After renaming your files, open the .mhclo and .mhmat files and change the referenced file names to your new file names.&lt;/div&gt;</summary>
		<author><name>Wolgade</name></author>	</entry>

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